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Messages - Sendy

#91
Here are the findings from my first playthrough. I enjoyed the difficulty and found it fun, but some of the trinkets, not so much... I played without cheating or using the editor, up until the point I mention in my overview.

Switching to white ink because of spoilers... I hope this helps!

Level one:

Fine

Level two:

Overused Gameplay Mechanics - This was a bit of a difficulty spike. I didn't have any problems, but I died a lot more here than anywhere else in the level, mainly because of the three enemy formations without a checkpoint, and the need to do it twice again to get the trinket. Some may find this frustrating.

EDIT: At the end of this sequence, there's a terminal. If you use it, you're frozen in place in the path of an enemy and killed :(

Aim Well - I almost always end up slamming into the spikes in the next room here. Luckily, I know which side the checkpoint is on, so it's no big deal.

Dodge or Burn - At first, it seemed like the upper enemies should be thinned a little bit. Like maybe deleting one so there's a little hole you can aim for? Bouncing through the top part felt a bit like luck, and is a move I can't make repeatedly with any confidence.

Level three:

Going up - This sequence seems to rely on memorizing where the monsters are, and for the first few goes I was slamming into them without really having chance to react. Nothing wrong with this per se, as once you get the memorization done it's quite fun.

The Basement - Exiting left on the celing leads directly into spikes.

The Playroom - Exiting right on the celing, ditto. Though at least this time you'd have to be pretty stupid to do that!

Level four:

Positive Force - In the top lane you can exit right and appear buried inside a conveyor. Not game breaking stuff, but I would fix it if it were me.

Pressure Cooker - It's possible to exit up, and appear under the conveyor in the room above, only you're invisible because the room name blocks you. This would be quite confusing for a casual player, but isn't a huge problem.

Peircing the Sky - Sometimes, bouncing off of the top of the room will cause you to appear right on an enemy.. This caused several cheap deaths on my first run, because it's right where instinct lead me to try and bounce!

Popular Potpourri - I don't know, this just felt like a really weak room. The moving platform passing through the other platforms looked confusing and meh (use a bounding box to stop the platform!), and the gravity line along the top is suddenly spikes in the next room - I don't like that kind of discontinuity personally.

Pending Silence - Aesthetic gripe - the name is obscuring the floor that the spikes are on. It would look nicer with an extra layer of wall.

Phear - A lot of people have problems with 2-block openings surrounded by death. I enjoyed the challenge, but I've learned to limit that kind of thing mostly to optional challenges or hard mode versions.

Potential for Anything - I didn't need the leftmost platform to clear this room. I'm pointing it out in case you want to enforce your solution. It can be nice to be given some freedom, though.

Level five:

Small Big Difference - I found the top shock hole jump really difficult. In fact at first I thought it was impossible, but I got it in the end. Optional challenge, so no biggie.

Level six:

Away! - You can get stuck in the bottom left and right corner walls, and it sends Viridian crazy (I thought he'd just pop through the floor, but no...)

I Love Dew - You need to also plug the bottom right warp problem here... Also, maybe make the upper right wall 3 blocks thick like the other walls are, if you can? It's sorta throwing the visual balance off.

Level seven:

What's up? - Many will complain about your decision to have a Veni clone as part of the main course. I know I did this in my level, but I honestly found this harder than both mine and the original VVVVVV sequence. A couple of the rooms are also hard to 'read' in that you have zero time to respond to a bend because it's upon you right after a screen flick. That said, I did appreciate that you didn't go mental with this and the general course design, and I enjoyed the challenge, and beat it eventually. There's NO way I'm going back for that trinket, though! Seriously? All that and then a 2-block hole with spikes either side!? >_<

I Mean It - See the outcrop on the bottom left? I died so many times there because there's no time to respond to it. I know, muscle memory, but I find muscle memory works best when you've got a few microseconds to respond to visual clues. I'd push the spikes further up the screen if I were you. The rest of the course I thought was very reasonable and quite fun, but many will want an easier option. Perhaps consider widening it here and a couple of other places (such as the bottom right exit of At the Top?)

It was nice to see some screen wrapping in a Veni clone!

Level eight:

Very creative! And I didn't find any problems in any of the rooms. I did, however, find I could see the walls fairly easily, even though they were very dark. I think this will largely depend on the settings of the player's monitor. The guide lines in the background were a nice touch.

Eaten by a Grue - Found this quite challenging... :)

Level nine:

Arrghhhh!! I hate quizzes in games! I would have needed paper to do the algebra question, and I couldn't be bothered, so I just brute forced it.

The lying question got pretty much the same response from me... Maybe I'm being stupid and it's obvious, but I just guessed my way through.

The perfect square question also... Noticing a theme here? I'm not even sure, off the top of my head, what a perfect square is...

The 3D Maze was much more my cup of tea. Quite enjoyed that, as it fits in with the feeling of the game.

The memory test... This was quite a fun test, but I was unsure where I was supposed to start counting - at the very next room, or at the start of the teleporter sequence. You should clarify.

Level ten:

Level Up! - I'm not keen on the fact that you can exit left on the celing and appear on spikes. Given that this is near a checkpoint I'd fix it, but this is more a matter of taste. One spike in this room should be enough to provide continuity (and you might want to shunt the C over one as well, so respawners don't flail into the spike)

Masochist's Meal - Too many 2-block safety zones for my liking. Yes, it's possible, but it's not fun like the other challenges on the main path. I gave up on the trinket after getting very close.

Digits of Precision - >_< So not fun... There's simply no drama to these jumps. The difference between win and lose just isn't interesting. It's like throwing four dice until you get six on them all.

The Room Name Illusion - NO! JUST NO! I got through the last room after MANY tries, and you kill me with spikes deliberately hidden behind the room name?! That's cheap... This was the point that I decided to edit the level so I didn't have to go through that again.

Pearl's Gravitron - Wow, that was a really cool challenge. I felt pushed, and when I won, I felt I'd deserved it. This is a perfect 'functional end of level boss' screen for me... I just know that some players will find this too hard, though!

General notes:

Rooms I haven't mentioned are the ones I enjoyed and found no problems with. However, overall, while I appreciated the lack of tiling errors (horrible half-walls and the like) - I thought you could have made much more use of backing and other elements to 'prettify' the rooms. Subtle use of the different types of backing can really bring the aesthetics of a level to life.

There was also a spelling error in the second half of the game, but I can't remember where it was. I'll post when I run into it again.

The plot - I found that Viridian causing thousands of deaths made me distance myself from him. I didn't care about him because he was guilty and didn't seem to care. If he had simply unknowingly endangered the other dimension, it would have been more immersive, IMO. It's a small point, though.

I completed the game with 7 trinkets, and only got the normal ending.
#92
VVVVVV / Re: V6C, a fan-game.
August 27, 2011, 03:43:39 PM
So basically spikes are safe, unless momentum pushes you into them?
#93
VVVVVV / Re: VVVVVV Level Editor Feature Suggestions
August 27, 2011, 03:33:10 PM
Just for the hell of it, as I'm full of this stuff!

* Special air zones (imagine a square block of gas) in which you can flip in midair as many times as you'd like.
* Power switch... Turns off gravity lines, freezes moving platforms and enemies, turns off warp tokens, makes dissolving platforms solid. Move off of it and back on again to toggle it. Perhaps it could turn off the animated background and turn the level grey or something as well, just to ram the point home that we're cutting the power in the level ;)
* Ability to choose any background for any tileset, maybe add some extra backgrounds, or at least the 'random diagonal strata' from the title screen as an option.
* Ping pong enemies. Move diagonally, and bounce off of walls predictably (and always at 45 degree angles). Also bounce off of bounding box.
* Irregular shaped bounding boxes or per-enemy boxes? Not exactly needed, but it might help in some cases.
* Sister script commands to "destroy" that recreate entities.
* Timer script command
* Scripts which can run in the background
* Script command to change room colour
* Script loops
- With the above five, we'd be able to make rooms with regularly pulsating colours, or rooms where the gravity lines appear and disappear at regular intervals (i.e. cucking fool!)
* Ability to add custom tilesets and tiles and arbitrarily mix them up with the originals, or use any tile from any tileset in any room in any combination
* Change enemy/spikes/platforms colour (for everyone's inner girl ;) )

Um... That's my lot...

About Whirligig's ideas...

- Isn't mobius strip already possible?
- Klein bottle? Awesome idea but how would that even work in a 2D platformer?
- Same with the projective plane... I'm imagining a screen where the blocks and objects get smaller the higher up they are, and if you fall to the top of the screen, you're crushed to an infinitely small point and die  :D
#94
I'm not even sure PM's are working for me. I've sent two PM's to two different people and so far nothing at all has shown up in my outbox/sent messages.
#95
VVVVVV Levels / Re: Palace of Peril by Blublu
August 26, 2011, 04:18:55 PM
White text to prevent spoilers:

My problem is that 2 screens above the screen called 'unlock', if I've opened the gravity lines on the trinket room, there will be no gravity lines in this room, and therefore I can't get through here to the trinket room, and must throw myself onto the spikes in the upper left cavity.

I'm seriously stumped here. Is it a bug, or am I doing something wrong?
#96
I'll test! Sending PM now...
#97
VVVVVV / Re: V6C, a fan-game.
August 26, 2011, 03:30:00 PM
This is ingenious! (even though I understand less than half of it  :D )

I've always thought that all games can be improved by adding spikes or lava, and this just proves my point!
#98
Quote from: Terry on August 25, 2011, 03:32:35 PM
Updated the links in the featured level blog post. Cheers!

Yay! Thanks. :)

Viridian! I choose you to die in my microwave level!  :viridian:

EDIT: I made a list of the room names in each level. I post it!

Level list post GO!

Overworld:

1 to 45 Untitled

Cyan Zone:

1 Pixelated Human in Gravity Flip Shocker!
2 Spikes! Always With the Spikes!
3 Wake-Up Call
4 The Alignment Method
5 Shall We Dance?
6 Come On In, the Gravity's Lovely!

Green Zone:

1 Just Kinda Enjoy the Ride
2 Phase Issues
3 Welcome to the House of Fun
4 The Awkward Terminal
5 Baby Steps (T)
6 Who Can Resist the Power of Shine?
7 Janky Walk-In Trepanning Machine
8 Portentiometer (C)
9 Toroidal Labyrinth

Purple Zone:

1 We're No Strangers To Love
2 Purple Passage
3 Familiarity Breeds Contempt (T)
4 Can We Talk?
5 Escort Service
6 Prisoner of Love
7 Control Freak
8 Love Triangles? (T)
9 Borderline
10 Shadows (T)
11 The Breakup
12 Piggy in the Middle (T)
13 I'll take the High Road...
14 Pillar to Post
15 Lover's Leap
16 The Tunnel of Love (C)

Red Zone:

1 Never Let the Beams Cross!
2 Dust Switch
3 Possible Mode Unlocked
4 It's No Gravitron, For Sure
5 Off The Wall (T)
6 Cruise Control
7 You Got It!
8 Your Attention, Please...
9 Round the Bend ;)
10 Come Off It...
11 Tapper (T)
12 Who're You Calling a Divot? (C)
13 An Unexpected Detour
14 Applied Flipmatics
15 Reflexive Prison
16 One... Last... Push...

Blue Zone:

1 Into (Or Out Of) The Blue Cavern (T)
2 Deathstars and Cubbyholes
3 You MUST Remember This
4 Double Barrelled (T)
5 Style Over Substance Squared
6 Sudden Epiphanies
7 Just Passing Through
8 Tool Assisted Run
9 Blue Backwaters, Teasing Trinkets
10 A Game of Two Halves
11 Simply Staggering! (T) (T)
12 Twitch Like You Mean It!
13 Opposing Forces
14 Bully Tactics (C)
15 Nothing to See Here, Move Along...

Final Zone:

1 Untitled
2 You're On Your Own Now
3 Cruelty Comes as Standard
4 Chasing and Being Chased
5 Yes, I Have an Unlimited Supply of Them
6 Glitching Out Like a Pro
7 Inversion Plane Crash
8 'Apex' Twin
9 Your Move, Creep
10 You Always Hurt the One You Love
11 Hang Tough
12 Forsaken
13 The Final Barrier
14 YOU ARE A SUPER PLAYER!!! (C)
#99
VVVVVV Levels / Re: 4-D Adventure (Working Title)
August 25, 2011, 10:01:03 PM
Quite a fun level overall. Presentation was good. Enjoyable gauntlets, with a couple of difficulty spikes (heh, spikes).

Last room was a bit meh for me, it looked a bit ugly, and it reminded me of what you might get if you took an entire difficult finale level and tried to squeeze it into one screen. I got thru it but I can imagine a lot of players simply saying V it.   ;)

I also didn't like the saving and loading gimmick... It was clever, but I want to be dodging spikes, not fiddling with the menu. I suppose at least it's something new and memorable!

I liked the wrapping rooms as well, although "they always come back" caught me by suprise as I wasn't expecting it to wrap  :D
#100
Quite fun, but Theox pretty much nailed it.

What struck me as particularly perverse (and not in a good way :D ) was that where most people would put a wall of spikes at the edge of a room, so that they're clearly visible as a barrier, you've got the spikes just on the other side beyond the room edge, so that (a) you can't see them until you're literally on top of them and (b) you end up with weird rooms full of nothing but wall and some spikes at the bottom/edge.
#101
VVVVVV Levels / Re: Dizziness by The Shinobi
August 24, 2011, 09:40:50 PM
I thought it wasn't bad. It seemed to be lacking content somewhat. These screens where you're wandering around, trying to solve exit wrapping puzzles and mini mazes work as great filler material for larger levels, because they're entertaining without taxing the player, and they look good and are well presented. But on their own they seem a little bit redundant, because they're like a frame with no pitcure inside it.

That said, it was only a minilevel, and a first attempt at that, so maybe I'm overanalyzing? I hope you go on to do bigger, more varied levels, because I think you've got potential!
#102
Quote from: Darth Plato on August 24, 2011, 11:25:46 AM
5,393 deaths, and ten and a half hours (officially) to beat it on hard mode.

Phew!

What has science DONE?!

Thanks for soldiering through Hard Mode! I hope it was fun!
#103
Sorry for the double post bump, but I've updated both Easy and Hard versions to v2, which fixes all of the problems which have been reported so far! Thanks to everyone who gave their feedback!

See the opening posts for the downloads and details.
#104
There's a hidden trigger on that screen. You don't have to suicide, just explore. On easy mode the location of it is 'given away' by a bit of backing.
#105
VVVVVV Levels / Re: Dizziness by The Shinobi
August 22, 2011, 09:49:13 PM
Well, the crossing lines are OK if they're outside of the accessible play area... If you're going for full polish, though, you have a 1 tile thick wall next to the topmost warp token. Other than that, the screenshot looks well presented.

Now, onto the level, or rather, lack of it.. Your link either gives me a hanging page or a 404... PLEASE attatch it as a zip file onto the forum. Not having to leave the forum = much much better ;)